

Alienkiller
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Such after I looked and tested 3 Times the explenation from V.16 in V.16, V.16.1 and V.16.2 Electroshock Pistol / Rifle: these two weapons are ranged stun / EMP weapons, unlockable after researching Laser Weapons and Alien Biology (itself unlocked after recovering two different types of alien corpse). I have to say that the Advanced Stun Weapons come directly after the Alien Biology and Standard-Stun Weapons-Research without the Laser Weapons-Research. Have someone the same Issue?
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[16.1] Geoscape Incorrect descriptions
Alienkiller replied to MrAlex's topic in Xenonauts-2 Bug Reports
You mean the Knifes. Yep they are direct close Combat Weapons like the Stun Battons. Something like Throw Stars (Ninja-Weapons) the Game dosen´t have, but maybe we will get that in. -
@Heinlager: The Game is still in buildup. Therefore some Parts aren´t fully ballanced yet, esp. in the Beginning and Mid-Game-Phase. The Endgame isn´t in there yet. Yes, the fatigute System is a must have to be equal with the competitors. Like I explained in my last Post I´m am Player of that Gerne since about 30 Years with the PC. And some years more with the good old C64 / C128. In the old Games there couldn´t implemented such a system, therefore the PSI-Attacks and other Death-Systems were overballanced there for your Enemy. Such a similar System other Projects used too (UFO Extraterestials and the UFO-After-Series). The newer Games ballanced the PSI-Attacks and other Death-Systems, therefore an Alternative have to be there. And it´s better to have an indirect alternative, which were intodruced in the new XCOM-Series and esp. in the newest Game Phoenix Point). In both Games the higher Stress level (Fatigute) let the Soldiers make more Failures / Mistakes. They call it other than Xenonauts 2, but the principle is the same. All Humans need breaks for shorter or longer. The Advantage from Xenonatus 2 is atm. that the Fatigute System haven´t any limitation on the tactical Missions like in the Rivals. @Bayonet12: Yes there I aggree, but the Games you can play on Steam again without doing anything (except the Language in X-Com: Interceptor and X-Com: Apocalypse like German, Turkey, Russia etc. you can choose). Not all Games from today (directly Steam, GoG and all the Secure-Things called) or updated Games from Windows with CD-/DVD-Secure-Times or DOS give rewards for the players. That belongs to all Gernes. The official rewards you get on Steam (which aren´t opend yet during the Beta-Phase and if I´m correctly in the Early Access Phase like in all Games before), which weren´t possible in X1. That will come after the Game is done final. In the Game self you get rewards in the Game through following: a) Medals (with time) b) Graduations (with time) c) Training (Training Center), which can get upgraded later; get a better long time learning with more Autopsies as well as Interrogations d) Hospital, which can get upgraded later; let your Soldiers get a better Survival Chance in the tactical Missions (an delicacy against the Rivals) e) comming Base-Specials for R & D and similar in the next Versions (more then in the direct Rivals) f) and maybe more which we can´t see yet or isn´t implemented yet (like an Idea I brought in for segmentation and analysis from UFO´s, Androns etc.) But that you won´t get for looting or doing every Mission in the Game. Maybe such changes will come in an DLC or similar later, belongs what the new and still in development Rivals are doing (UFO2ET and XCOM3). The Ground Missions in Xenonauts 2 are amazing and thrilling, because you are very long outguned from the Aliens. They will get more thrilling and amazing after the Special Missions get in, which aren´t atm. OK there is something to do left for the UFO-Recovery-Maps / Terror-Maps / Base-Maps about Failures, Bugs etc. as well as not all Aliens / UFO´s and other Secrets (like Special Missions) aren´t in yet.
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From what Version is that?
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It´s a nice research and the Info from it is very good. Evtl. we can use it as a Technology Profileration or something else.
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Bayonett12, that could be. But my Expierence in the old Games 30 to 14 Years ago of that or a similar Gerne (dosen´t matter you play on MSDOS or MSWindows), were that you don´t get rewarded. But Xenonauts 2 will have Steam-Rewards. One we Testers have already (Welcome to Earth). There are atm 17 Steam-Rewards, but ingame Rewards you won´t get. I and all others never get Ingame Rewards in X-Com: EU, X-Com: TftD, X-Com: Interceptor, X-Com: Apocalypse and the Shooter X-Com: Enforcer (all of them are that you don´t get ingame rewards) as well as in UFO: Extraterestials, UFO-After-Row, the Fanproject UFO: Alien Invasion and other Fanprojects like Open X-Com / Open Apoc. I´m sure there will be an Steam Reward for the Gamers which play with Looting, with Safety and with a mix of Both like in the new XCOM-Row (XCOM EU / EW, XCOM 2 / XCOM 2 WotC and XCOM Chimera Squad) as well as Phoenix Point Steam Rewards.
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Exactly MrAlex. There are 2 Options for the Mars: 1a) The Main Gun and Smoke (Standard) 1b) The Main Gun and SMG (Refit 1) 1c) The Main Gun and Rangefinder (Refit 2) 2) The Rocket Launcher and Smoke Generator (Maximum Rocket-Refit)
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I tested Lasers after I had it. They are better then the Ballistics or accelared Ballistics. Yep the first laser Generation is not so hard then the second Generation, Plasma or the other Weapons between.
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Found few game breaking bugs on terror missions
Alienkiller replied to CaptainSPrice's topic in Xenonauts-2 Bug Reports
Without the Version-Number the Devs can´t work. Is it V.15. to V.15.x, V.16, V.16.1 or V.16.2? -
Bayonett12, in all similar Games I have played before the new XCOM-Series and Xenonauts 2 that was the only Playstile. There were other hardcoded Limitations in it, which you can´t see. So the Stress-System for Xenonauts 2 as well as the new XCOM-Series / Phoenix Point is a nice and overall better Option. It´s readable in an In-Game-Description in all of the Games. And in Xenonauts 2 it get explained in the Tutorial when the Tutorial is ready. In the old X-Com-Series (esp. X-Com: EU, X-Com: TftD as well as X-Com: Interceptor) and UFO Extraterestials that was only Looting as much the one and only Playstile. Esp. in the Midgame / Endgame you had to sell Things to balance your Money. In the old X-Com-Series (the first deputy of that Gerne) the Money Defizit / done Points in the Monthly Reports was an Hardcoded Limiter too, because an other Explenation ins´t possible. In the 14 Years old UFO Extraterestials it is the Energy-Level from the Alien-Mothership over Earth, which the smaller Ships (and the Battleship is one such a small one) have to earn on the only other Planet where the Humans get feet on. Only in one of the old X-Com-Series the Devs tested an upgrade to that (X-Com: Apocalypse), but the Limiters were the same. Either you won the Game or lost it. So I could explain your thoughts without getting agressive. Now about 20 Years later (+/- some years from the last official Games in that Playstile UFO ET / X-Com: Interceptor), there can be done more in the Refits from the Originals. With the maximum 3 Playstiles I have anounced the Storyline can better integrated. Therefore I love the new XCOM-Series, Phoenix Point and Xenonauts 2. Here you see the official Limiters (Panic / Alien-Plan or such) directly from Beginning on. And in Every Game you have a Stress-Level integrated. Either in the direct Confrontation (you can´t move and die etc.) or in the inderect Confrontation (like here or the new XCOM-Series / Phoenix Point).
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[16.1] Geoscape Incorrect descriptions
Alienkiller replied to MrAlex's topic in Xenonauts-2 Bug Reports
Yep, atm we don´t get an penalty for overstoraging. But that will change during Development like other cool things like the must have Break-Times for Soldiers and similar things. -
[16.1] Geoscape Incorrect descriptions
Alienkiller replied to MrAlex's topic in Xenonauts-2 Bug Reports
That´s with your Storage Capacity is . In my Base it shows xxx / 1.000 Storage used. 1.000 is the Maximum from 1 Storage-Building. -
[v 16.1 Ground combat] Army of Reapers
Alienkiller replied to MrAlex's topic in Xenonauts-2 Bug Reports
Hope that´s fixed in V.16.2. Because if you destroy the Cocon (like in XCOM 2 / XCOM 2 WotC) the Reapers in there will die. That was mentioned from the Devs here too if I have that correctly in Mind. -
Yep EurekaSeven, there will come more Gameplayparts, Upgrades or so earlyer or later in the Development (like the Tutorials and so on). Don´t worry about that.
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Thanks EurekeaSeven. Good Explained from your sight. We don´t wanna punish a Gamer or Reward him / her for doing more officially. The Gamers should have the possibility to navigate the Storyline, esp. in the Midgame and Endgame with that more or less. Like I said with the right ballance everybody wins and there could be several Routes to win the Game with it. The thinking from that will be the following to make the Storyline for all types of Players more interessting: 1. The Hardcore-Players which will do an rotating Crashsites-Recovery of X1 without delegations. Let them do it if they want. They get more Material, but have a big Army-, Transports-, Vehicle-, and Fighter-Cost every month. Evtl. they ballance with selling Artifacts (like in X1) the monthley Costs a little bit and can with evtl. produced Equipment make use of R & D for the own Soldiers. But they have then low Money for the Buildup, Upgrading etc. from more Bases / Outposts. 2. The careful Players [like me] which not doing every Crashsite to hold my people back for Important Missions (Alien-Bases, Terror-Sites, Special Missions etc.) and get more Money with Delegate some of the Missions (belongs on the Stress-Level) from small, medium and big UFO´s. Therefore the Player can Buildup more Bases and Outposts as well as produce more Upgrades for the Soldiers, Vehicles and Bases. 3. Maybe there are Hybrid-Gamers too, which uses both Alternatives in a very good ballance. With that 3 Types of Gamers the Game get more Playability and Options to navigate the Storyline, esp. in the Midgame and Endgame.
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Good to hear Chris. Everybody wins (you can do every Crash Site if you want, or goes the new Way) that give many differnt Options for the Middle and End-Game.
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Some Researches of Living Aliens are in the Game already (Sebillians and Cesans).
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You generate Money with the following things: 1. With the monthly Incomes from your financincing States at the beginning 2. Build up Outposts to raise the Scientist- and Engineer-Personal as well as for increasing the Income of your Founding states (the green Uplink stations) 3. Let your Founders doing Ground Missions from downed UFOs to generate Money, because that is the second Main Income [you get more then enough Ground Missions, Special Missions etc. for your Soldiers] 4. Later sell Things from your Storage if Nesseccary and you don´t need for Upgrades, more R & D and so on (this is the Secondary Income and the third we have) 5. Build no more than 2 medium or if nessecarry big Bases (Main-Base and Secondary-Base with Personal, R & D, etc.) which are the 2 with the most Costs; more of that are not necessary 6. Build 4 small Bases with the maximum reduction of Costs (max. 4 Hangars, 1 Radar, 1 Uplink-Upgrade and Energy Generator) [the Main thing in the Game is to have minimal Costs as possible like in the orignal X-Com as well as similar Games like UFO ET, the Fanproject UFO: AI etc.]
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I know what you mean MrAlex. I did that in UFO ET and the old X-Com-Row with my max. 10 or so Scientists. We can implement and try it, that´s not the Problem, but therefore we need more Research Projects at Gamestart after Invasion Analysis. Then we have a second nostalgic Element from the older X-Com-Row and the first UFO ET-Game. The Head-Thinking of your Idea is very nice and evtl. the Devs agree to implement it. On the other Hand that´s exactly the Problem I see at the beginning with Xenonauts 2, because the Research get the double-, tripple- or quadro-Time for the Research-Projects (belongs on the Project). In the current state you can buildup a second Lab without effect (the Buildup is not the challange), but the Personal-Catch will it be to make the Research for both or the longer Project faster. Therefore you need some Outposts with Scientists. Ozziddo: In the old X-Com and UFO ET you can build up labs / Workshops and buy then more Scientists / Workers. The Limits are only the Labs / Workshops and the Idea of giving more or less personal to something belongs on that 2 nostalgic Games, esp. the old X-Com-Row. Short said you can assagin more or less personal to Projects with up / down Arrows. At the Moment we can only buy more Scientists / Workers with the left / right Arrows and all get to 1 Project fully.
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Nope, if you read the Answer from Chris i have asked too about that. The Stun effect get the same to organic Aliens (Sebillians, Cesans, Repers etc.). The Elektroshocks have EMP-Effects too to technical Things. The best examples are People with an internal Heartbeat-Mashine. With an Elektroshock on the wrong Bodypart they can die or get hurt very bad about the internal thing. Stun-Weapons get called not deadly weapons. That they are in about 90 to 95 % of the Custom, but exceptions confirm the custom.
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[v 17.1 Ground combat] Soldier stuck in the texture.
Alienkiller replied to MrAlex's topic in Xenonauts-2 Bug Reports
Yep, that I had too in a earlyer Version. I think it was Beta 14 (dosent remember the Version), which was exactly the same Issue. But with the next Hotfix it was gone. -
With the Research-List I give you right. That should be like in Production. What the other Part of that belongs, there I aggree with you totaly. Meant is the Parallel Research like we could do in the old X-Com-Row or UFO ET. After you have 2 Labs and from the Outposts recruitet Personal, you can research f. e. an new Interceptor and at the same time Upgrades for your Infantry. That Step by Step Research is exactly the Problem that the complete new XCOM-Row and Phoenix Point have. There you think too: "Gaming and Programming get better and more interessting the last 15 to 20 Years. Why the Devs there didn´t look at the 2 nostalgic Games like we discuss now." The Limitation with Lab-Capacitys / Workshop-Capacitys (6 Each per Lab / WS) are great, which exactly is one of the Nostalgic Things we get from Original X-Com-Row. With the Difference of the new XCOM-Row, Xenonauts 2 atm. (evtl. too in UFO2ET and if it´s ready sometime XCOM 3) you can with more R & D upgrade the Labs / Workshops [without destruction of the old ones] as well as with a direct Connection getting an secondary Research-Boost with the same Personal [6 Each]. That are Features which make the Games of that Gerne interessting.
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Exactly Chris. That you illustrated very well. For all which dosen´t know what Chris means. AI can be programmed in 3 Ways: 1. Way: AI is cheating (seen in the C&C-Series and other Games in the 80´s, 90´s and beginning 2k´s up to 201x) 2. Way: AI is dumb (explenation like above) 3. Way since some Tests in Mid 2k´s and introduced about the last years: AI get a compromise without Cheating and beeing dumb. Exactly that are doing the most Developers since the last Years (Battletech, new XCOM, Hearts of Iron and Xenonauts 2 for example).
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Thanks Chris for the fast Information update. With that Infos I can work with. Some more things I have to mention for the next Fixes / Updates and esp. for the Early Access-Countdown, which is if I remember corretly, started. 1a: If the Stun Weapons get the EMP-Damage fully integrated (not an interim solution), get the Archivtext an inclusion of that? If yes, it would be great. 1b: If the first as well as light upgraded Stun Weapons with the EMP-Damage are an interim solution it would be nice to know what is planed then. 2. The other thing I have mentioned in the Bug-Forum is that an research Text (the Alien Flying Drone) still have the false Text (from Androns), which have to be fixed before we release the Early Access. 3. Some other Archive-Texts have to be adjustet to the Game-Changes or have spelling errors. I asked MrAlex to mark them (like the Orbital Bombardement Time from 10 to 30 Days), before we release the Early Access. 4. Good to know would be what is planed for the next big Betas (the missing Texts and Pictures for the Archive, new Features on Geoscape etc. are clear). What is of Interesst are f. e. get in the Special Missions, an change of Base Buildup from Ground on [that means new Bases] and similar before Early Access. An short Info about that would be nice. That means we can better integrate / rework / bugfix / refit new and existing Features. With the Public People in Background it won´t be doable that in some Parts and that Parts like the orbital Bombardement, the Stress System have to be hardcoded before (I know that from reading and discussing the Steam-Posts).
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Bayonett12, that get implemented in the Beta 16.1 (the last one) with the extra upkeep for Buildings. Therefore you get atm. in the Betas 1 Million more Starting Money. Now we have Beta 16.2 since today (or yesterday very late evening).